NeoExodus Races of First Ones - Khaynites.pdf

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Races of NeoExodus: Khaynites
Races of f irst ones:
Khaynites
Written By Joshua Cole
Requires the use of the Dungeons & Dragons Player's Handbook, Third Edition, published by
Wizards of the Coast, Inc. This product utilizes updated material from the v.3.5 revision.
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races of Neoexodus: khaynite
The undisputed masters of First One society, the
Khaynites are both a race and a priesthood, an entire
species dedicated to the worship of the grotesque
god of blood, Khayne. Depraved and sadistic, the
Khaynites are also brilliant and mighty, and to defy
their will invites tortures beyond imagining. The
Khaynites have long desired a return to glory in
Exodus, and after two thousand years of exile,
they are prepared to fight with all their formidable
resources to effect that return.
their veins, making bloodcasting rituals more conve-
nient. In spite of these and even more bizarre body
modifications, the basic form of Khaynites is sickly
seductive to most humanoids, who find themselves at
turns repulsed and fascinated by these creatures who
were and would be once more their masters.
Relations:
Khaynites dominate or die. Amongst themselves, they
constantly vie for power - but compared to their treat-
ment of outsiders, they are saintly toward each other.
A Khaynite will never accept orders from a member
of another race and is loath to take suggestions. Nor
will he tolerate defiance of any kind; the slightest
hint of sarcasm or resentment in a servant earns
brutal retaliation. Only the more numerous exodites,
whose support the Khaynites require, are allowed
the slightest freedom. Khaynites consider the entire
world theirs to do with as they will, and those regions
where their mastery is not acknowledged as provinces
in rebellion. In many ways, they have never adjusted
to the loss of their ancient empire - and, perhaps,
never will.
Personality:
The iconic Khaynite is a cruel, domineering creature,
relishing in his own power no more than he does the
powerlessness of his subjects. To Khaynites, mastery
over intelligent beings eclipses all other concerns;
everyone is either master or slave, and to be a slave is
as intolerable as to be a master is delicious. Khaynites
also have a strong hedonistic streak. Since most of
their pleasures involve the pain of others - and, in
many cases, an admixture for themselves as well
- their lusts are almost as dangerous as their ambi-
tions. If the Khaynite character were not twisted
enough by their nature and their inculcation into the
gruesome rites of Khayne’s cult, their childrearing
practices would assure their monstrousness. Young
Khaynites begin training almost from birth in the dark
arts. Siblings play lethal games with each other and
each others slaves. Young adults master transmuta-
tion magic and are encouraged to experiment upon
their own bodies. Less than half of each generation of
Khaynites reaches adulthood, but those who do are the
most depraved, ruthless and talented.
Alignment:
Most Khaynites behave little better than mortal fiends,
indulging in brutal whims and bizarre passions that
rival those of demons. Khaynites are almost always
Chaotic Evil. The few who do not subscribe to these
ways rarely survive to adulthood.
Khaynite Lands:
Khaynites rule the dark demesne of the First Ones
with an iron fist ( sometimes literally ), where they are
held in check, if at all, only by the mass of exodites.
Khaynites care nothing for climate or terrain. A cave,
a mountain, a forest, a coast - all are the same to a
Khaynite, as long as he can claim total control over
them. To Khaynites, the whole of Exodus and beyond
are ‘Khaynite lands.’
Physical Description:
Khaynites are basically humanoid, and may have once
been closely related to humans. They are tall, often
six or seven feet, and their muscle mass is higher than
normal. Dissolute life leaves many Khaynites looking
more massive than muscular, but even the most
degenerate possess hidden reserves of strength - the
better to force physical as well as mental submission.
Most Khaynites are extremely pale; females in partic-
ular have almost translucent flesh. Into this flesh, all
adult Khaynites graft an astonishing array of piercings
and stranger decorations, sometimes including parts
of other creatures kept in psuedo-life by dark magic.
Many Khaynites, particularly those who follow or
aspire to the sanguine path of the race’s most powerful
spellcasters, install spigot-like piercings directly into
Religion:
The twisted religion of the Khaynites is central to
their culture. Even the name of their race comes from
Khayne, the blood god of Exodus, who, the Khaynites
believe, created them to be the earthly vessels of his
power. In essence, all adult Khaynites - excepting
the rare renegade - are priests of Khayne, though
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races of Neoexodus: khaynite
not all are divine spellcasters. Individual Khaynites
conduct their own rituals - and bloody rituals they
are, involving the sacrifice of countless slaves and
captives. There is no formal hierarchy in Khaynite
religion; power shifts are constant and violent.
Khaynites also control the broader Brotherhood of
Khayne, the humanoid clergy of which secretly, and
in most cases unwittingly, learn from and subordi-
nate themselves to Khaynite masters. The Khaynites
do not spread their faith in the hopes of attracting
converts; they consider themselves the only true
vessels for Khayne’s power, with all other ‘worship-
pers’ being merely deluded pawns.
the rare renegade Khaynite who flees his wicked
kin must employ such deceptions. Both renegade
Khaynites and those who are abroad in search of some
coveted, usually magical, prize are extremely valuable
allies, for their magical powers exceed those of any
other humanoid. Khaynites prize magic items more
than material wealth, especially favoring items that
impart new arcane secrets.
Khaynite Racial
Traits
+2 Str, +4 Int, +6 Cha: Khaynites are extremely
intelligent and possess unparalleled force of
personality; most are also larger and stronger than
average humanoids.
First Ones: Khaynites are Humanoids with the
First One subtype. Certain spells and effects
affect creatures with this subtype differently.
• Khaynite base land speed is 30 ft.
Darkvision: Khaynites can see in the dark up to
60 feet. Darkvision is black and white only, but it
is otherwise like normal sight, and Khaynites can
function just fine with no light at all.
Damage Reduction 5/Silver: The magically-
altered bodies of Khaynites resist most injury;
silver weapons, however, deal normal damage to a
Khaynite.
Powerful Caster: Khaynites are innately magical
creatures, and their self-modification rituals have
only served to increase their natural powers. A
Khaynite gets a +5 bonus to caster level in any
spellcasting class in which he has at least one
level. This ability does not grant additional spells
or spell levels.
Automatic Languages: Khaynite and Exodite.
Bonus languages: Abyssal, Aneishi, Common,
Infernal, Locari, Necryos, Sobeka.
Level Adjustment: +3. Khaynites are much more
powerful than the most races.
Favored Class: Sorcerer. A multiclass
Khaynite's sorcerer class does not count when
determining whether he takes an experience point
penalty. Khaynites are innately magical, and must
demonstrate their aptitude with it or perish before
reaching adulthood.
Language:
Khaynites speak their own language, a derivation of
Abyssal, which is also the language of their pawn-
priests in the Brotherhood of Khayne. Most also
speak Exodite and either Sobeka or Common, and
many know other languages besides. Khaynites
tend to have deep, powerful voices due to their large
frames.
Names:
Khaynites deride such fripperies as family ties as
signs of weakness. Instead of names devoted to clan,
family or affiliation, Khaynites are given one personal
name at birth and acquire more by killing or subju-
gating other Khaynites. Most Khaynites emerge from
childhood with between two and four names, often
those given to siblings they betrayed and murdered.
A Khaynite continues to collect names his entire life;
most many-named Khaynites are extremely powerful,
although a few, by picking on the weakest members
of their race, manage to acquire the seeming of
power without actually possessing it. Because of the
custom of taking the names of the slain and enslaved,
Khaynites make no distinction between male and
female names.
Names: Bikhari, Khuralu, Meshurr, Nhubat, Sauthoss,
Ygarku, Ygnoth, Zautoloss.
Adventures:
Khaynites rarely travel the lands they intend to domi-
nate, leaving such activities to their minions. When
a Khaynite goes abroad, he usually does so sheathed
in illusion and transmutation magic, assuming a form
unlike his own to pass among the humanoids. Even
Khaynite Feats
Khaynites are the masters of blood magic, masterful
transmuters and overpowering enchanters. Their dark
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races of Neoexodus: khaynite
sorcery and the favor of their grotesque god once
elevated them to rule over all Exodus, and though
their numbers are much reduced, their powers remain
as great as ever.
Grotesque Spell -
Metamagic
Your transmutation spells have particularly terrifying
and disturbing manifestations.
Body To Mind - Khaynite
You can surprise opponents by drawing upon the
magical energy latent in your body, but only at severe
cost to yourself.
Prerequisites: Caster level 10th, Cha 17+.
Benefits: When you cast a transmutation spell, any
creature that can see the spell’s target, including the
target itself, must make a Will save ( DC equal to the
spell’s ) or be Sickened for 1 round. The Sickened
effect is a Mind-affecting Fear effect, but the original
spell is not. Aberrations are immune to this effect.
Prerequisites: Khaynite, caster level 6th.
Benefits: As a swift action, you can take any number
of points of temporary ability damage to your Str,
Dex and Con. You can immediately cast a spell you
know of a level up to the among of temporary ability
damage you took to each ability. You may apply
metamagic feats without increasing the casting time,
although they increase the spell’s level normally.
A Grotesque Spell uses up the same level as a normal
spell.
Special: Khaynites have a particular affinity for
this type of metamagic; a Khaynite spontaneous
spellcaster does not increase the casting time of
a Grotesque Spell, provided he applies no other
metamagic feats to it.
You cannot use this feat to cast a spell with a normal
casting time longer than a standard action.
You cannot use this feat to cast a spell of a higher
level than the highest level you could normally cast.
All Khaynites are immune to the effects of Grotesque
Spell.
If using this feat would reduce one of your abilities to
0 or less, your abilities are reduced to 1, instead, and
the spell fails.
Mind To Body - Khaynite
Your magical powers can temporarily enhance your
body, greatly increasing your physical prowess at the
cost of your sorcery.
Ability damage suffered from this feat returns at a rate
of 1 point to each ability per hour.
Prerequisites: Khaynite, caster level 6th.
Domineering Spell -
Metamagic
You can force magical the victims of your enchant-
ments to bow by sheer force of will.
Benefits: As a swift action, you can lose any number
of spell slots, beginning with your highest level spell
slots. For every spell slot lost, you gain a +1 bonus to
your Str, Dex or Con.
Prerequisites: Caster level 13th, Cha 19+, Intimidate
11 ranks.
The bonuses from this feat last 10 minutes per caster
level.
Benefits: You can substitute an Intimidate check for
the save DC of any Enchantment spell. If it was not
already, it becomes Language-dependent.
Special: Using this feat causes your muscles to bulge
and twist into strange and alien shapes. You suffer a
-4 penalty on Bluff and Diplomacy checks, but get a
+2 bonus to Intimidate checks.
A Domineering Spell takes up a spell slot one higher
than normal.
Khaynite Paragon
Special: Khaynites have a particular affinity for
this type of metamagic; a Khaynite spontaneous
spellcaster does not increase the casting time of a
Domineering Spell, provided he applies no other
metamagic feats to it.
Class Information
The following information pertains to the Khaynite
Paragon class.
Hit Die
The Khaynite Paragon gains 1d6 hit points per level.
The character’s Constitution modifier applies.
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races of Neoexodus: khaynite
khaynite Paragon
Base
Attack Fort Ref Will
Level Bonus Save Save Save Special Spellcasting
1 +0 +0 +0 +2 Bloodcast ( self ) +1 level of existing class
2 +1 +0 +0 +3 Bloodcast ( any ) +1 level of existing class
3 +1 +1 +1 +3 Aberrant Form +1 level of existing class
Class Skills
The Khaynite Paragon’s class skills ( and the key
ability for each skill ) are:
Aberrant Form ( Ex ): At 3rd level, the Khaynite
Paragon completes the most depraved, but vital, of his
ritual transformations.
Bluff ( Cha ), Concentration ( Con ), Craft ( any )
( Int ), Diplomacy ( Cha ), Disguise ( Cha ), Intimidate
( Cha ), Knowledge ( arcana ) ( Int ), Knowledge
( dungeoneering ) ( Int ), Knowledge ( religion ) ( Int ),
Sense Motive ( Wis ), Spellcraft ( Int ).
A Khaynite Paragon who completes his transforma-
tion loses the Humanoid type and gains the Aberration
type. He retains the Khaynite and First One subtypes.
He also gains a +2 Inherent bonus to the physical
ability score of his choice. His appearance is forever
altered by the transformation, but on an almost imper-
ceptible level - a subtle shift in the shape and color
of the eyes, a slight translucence to the skin, perhaps
the vague impression of something, organ or parasite,
moving beneath the Khaynite Paragon’s flesh.
Skill Points at Each Level: 2 + Int modifier.
Class Features
All of the following are class features of the Khaynite
Paragon class.
Completing this transformation takes one full day
and requires the sacrifice of at least five intelligent
( Int 3+ ) creatures, the expenditure of 5,000 gp in rare
oils and reagents, and the loss of 500 XP. Until the
Khaynite Paragon can complete his transformation, he
gains no benefits from this class feature.
Bloodcast ( Su ): A Khaynite Paragon may cast addi-
tional spells by spilling blood. Every spell level the
Khaynite Paragon wishes to access costs 1d4 points
of Con damage. A Khaynite Paragon cannot access
spells of a level higher than he could normally cast,
nor can he cast spells not on his list of spells known;
he can only cast additional spells from his list of
spells known.
Khaynite
as a monster
Khaynite - CR2
Male Khaynite Sorcerer 1
CE Medium Humanoid ( Khaynite, First One )
I nit +0 Senses Darkvision 60 ft.; Listen +1, Spot +1
Languages Khaynite, Common, Exodite.
AC 10, touch 10, flat-footed 10
hp 6 ( 1 HD ); DR 5/Silver
Fort +2, Ref +0, Will +3
Spd 30 ft. ( 6 squares )
Melee Morningstar +2 ( 1d8+2 )
Melee Dagger +3 ( 1d4+2 )
Ranged Dart +0 ( 1d4+2 )
Space 5 ft; Reach 5 ft.
Base Atk +0; Grp +2
Combat Gear Potion of eagle’s splendor ( CL 3rd ).
At 1st level, the Khaynite Paragon can only draw
upon his own blood, the magical power of which he
is intimately familiar with. Beginning at 2nd level, he
can draw blood from any helpless creature to fulfill
the requirements of this ability.
Spellcasting: When a new Khaynite Paragon level is
gained, the character gains new spells per day as if
he had also gained a level in a spellcasting class he
belonged to before adding the prestige class. He does
not, however, gain any other benefit a character of
that class would have gained, except for an increased
effective level of spellcasting. If a character had
more than one spellcasting class before becoming a
Khaynite Paragon, he must decide to which class he
adds the new level for purposes of determining spells
per day.
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